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  1. Today
  2. Indeed it looks good, although infantry seems to be moved less than it should on the first video, and the ship way more than it should. I’d reduce the "mass" of infantry (I guess it’s not really possible to throw some to the ground or send someone flying from time to time? :P), and increase it quite a lot for the ship, along with greatly increasing the "dampening" effect of water. Ships getting cramped and not able to break off was a thing, and a weakness for ramming ships, which needed some space to accelerate for ramming, and didn’t transport a lot of soldiers not to be slow, making them vulnerable to boarding in those situations.
  3. Press C while attacking (I agree there should be a more intuitive way). I have no problem beating very hard AI and I never batch produce (only because I haven't played enough matches to get used to it, as I understand it, it gives some advantage).
  4. If you want to be historically accurate (as the mod claims), don't use flags, banners, standards, etc for the Ancient Greeks.
  5. That's a question, I'm sure you'll be able to guide me, I managed to create a good part of the code with the help of AI (I'm not a great programmer, professionally I can say that I deliberately deviated from that purpose) Is there any rule regarding this? I think my code should be reviewed more closely.
  6. It's up to me to know what they are.
  7. That was my point. I agree that different maps increase complexity.
  8. Great, this would be a huge help. A ridiculously long list of civilizations arranged alphabetically would be terrible.
  9. How do I capture buildings? The AI always does it, and I remember my troops used to do that instead of hitting a building with their swords, etc. I'm having an easier time beating the AI now that it's clear that the benchmark for Medium is to have an always increasing population (and batch produce). I'm sure it happens: I'd like to see a sample chart from a player that outcompetes Medium AI on economy early game.
  10. Coming soon, a new feature !
  11. Those structures look really cool! I don't really have experience in blender though
  12. Yesterday
  13. I'd like to think we making some decent progress. Here are some icons of new building ideas we are working on. If anyone has experience with a blender and can help create some of the props so we can make these into actors that would be great! Also looking to play test some of the changes. The AI still isn't "real" enough to get a good feel for the balance. Thanks and Cheers!
  14. These are videos from a current work in progress to implement different forces into unit motions, like inertia, knockbacks and charge attacks! The values would be very customizable in unit templates for mods too! Screencast+from+2026-06-04+23-57-24.webm Screencast+from+2026-06-18+18-01-22.webm Screencast+from+2026-06-18+17-53-13.webm
  15. So we looking to really change some things up. We are creating Civ idenitities in small groups, like Tribal, City-State, Imperial etc... I'm also trying to get creative with techs and what not. What I'm wondering is if I can create identity subfolders within the technology folder (similar to civ bonuses) and keep their specific techs there so its not as "crowded" in the general technology folder. Will the game still be able to find/read those techs if I create a new folder? If not... is there an "ez" way to do it? Thanks!
  16. That's exactly why there aren't more players, to have more people then more options. But a handful of people convinced the community that repeating the same map over and over again is what makes someone "pro," and that it somehow creates more complex games, or "just Mainland is balanced" which is simply not true. They created the myth that "playing Mainland makes you OP, while playing other maps makes you a nub." Being Pro is to know what to do in most situations, not just 1. I understand can be the favourite map of some players, but even Mainland have more options to play too. I've seen 1800–1900 rated players unable to do nothing when taken out of their usual Mainland Circle Placement Temperate. If anything, that suggests that other maps can be just as complex, or even more complex, because they require adaptation, creativity, and cleverness/ingenuity/resourcefulness instead of repeating the same patterns every game. What many people still don't realize the loop they repeat, that they're essentially replaying the same match over and over until everyone gets tired of it. Eventually, arguments start, insults and someone ends banned/reported. Interestingly, the players who regularly play different maps and experiment with different settings don't seem to have the same reputation for public arguments, lobby insults, forum fights, or bans. At least from what I've observed, most of that drama comes from the circles that insist on playing the exact same setup over and over.
  17. Really nice ideas! Player notes also, good idea, so one could mark if some players always lag when you host. Or if they don't share your kind of humor or so. In favor of always mainland: The thing is one could play each day some completely different sport, one day basketball, next day tennis. But when you stick to one you (and your team) can explore more nuanced gameplay. And it's already hard enough to find 8 players that can play mainland circle. I would be more in favor of leaving biome random + no shared vision but that's unpopular and I can play without. And with some limited time, to get a gg in mainland is good enough instead of exploring different maps. Although I started the game just playing one map after the other in single player until I joined the lobby.
  18. Nice @AlexHerbert and I agree we do seem to fall into the trap of playing the same games. When I see your games in the lobby I will join as I like that variety. I like Wild Lake and Marmara too but yes people complain as soon as you change the map. The 'rules' box is particularly useful to introduce the map in a game. I try to explain about the gaia in Wild Lake. I think some of us a skeptical of a new map because some trolls focus their efforts on learning a map and drawing us into their honey traps. So explaining the map beforehand will hopefully reduce suspicion.
  19. This is so genuinely useful feature. Unfortunately, I think almost nobody will use it the way it was intended. Besides me, I doubt many players will have dozens of configurations saved. Most will either never use it, or they'll end up with exactly one saved setup: Mainland, Circle Placement, Temperate, 4v4, Low Res, 200 Max Pop. What's even more telling is that Feldmap was given a special feature for a specific group of players so they can Shuffle Positions, yet it is never used. (And is not because is a bad feature, but because of user error.) I think I finally understand why some developers become defensive when some of us suggest improvements. A lot of users are like customers of certain tech brands: they just complain that things are bad, but never take the time to learn how to use the tools, features and options already available to them. 0 A.D. offers an incredible amount of variety: different maps, biomes, placements, civilizations, victory conditions, strategies, and historical settings. There is a huge amount of work and detail behind it. So I want to take this opportunity to thank the developers for creating such a great game with so many possibilities. My impression is that most players have no idea how much content and variety they actually have at their fingertips.
  20. This is so genuinely useful feature. Unfortunately, I think almost nobody will use it the way it was intended. Besides me, I doubt many players will have dozens of configurations saved. Most will either never use it, or they'll end up with exactly one saved setup: Mainland, Circle Placement, Temperate, 4v4, Low Res, 200 Max Pop. What's even more telling is that Feldmap was given a special feature for a specific group of players son they can Shuffle Positions, yet it is never used. (And is not because is a bad feature, but because of user error.) I think I finally understand why some developers become defensive when some of us suggest improvements. A lot of users are like customers of certain tech brands: they just complain that things are bad, but never take the time to learn how to use the tools, features and options already available to them. 0 A.D. offers an incredible amount of variety: different maps, biomes, placements, civilizations, victory conditions, strategies, and historical settings. There is a huge amount of work and detail behind it. So I want to take this opportunity to thank the developers for creating such a great game with so many possibilities. My impression is that most players have no idea how much content and variety they actually have at their fingertips.
  21. Creo que eso no era exactamente lo que quería decir, pero este mapa es muy interesante para que la gente se oriente en relación con las civilizaciones representadas. Mientras tanto, estoy buscando algo para ayudar en juego,mejor que una lista, tal como está planteada actualmente.
  22. Last week
  23. I have seen pathfinder broken with cav around palisades, and chariots too
  24. -Otras facciones africanas: Aromata City States (Antiguos "Macrobianos") (Cuerno de África) Edificios: Unidades: ¿Qué opinan? Disculpen las molestias*
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